#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require

#include "../../../../core/shader_std.h"
#include "../../../../core/shader_built_in_functions.h"
#include "../../../../core/shader_color.h"


layout(location=0) in vec4 vColor;
layout(location=2) in float DepthScale;
layout(location=3) in float Transparency;



layout(location=0) out vec4 outColor;



layout(std140, set=0, binding=3) uniform U_Matrix {
	uint m_Color;
};


void main(void){
	outColor = vColor;
	outColor = vec4(1,0,0,1);
	//outColor.rgb = mix(f_glsl_buildColor(m_Color).rgb, vColor.rgb, vColor.a);
	//outColor.rgb = vec3(gl_FragCoord.z);
}



